I doubt your analysis highly.
First your saying that I am proposing Darwinbots with Metabolism, the reason you do is that I introduce agentlike structures into my idea mix. However apllying this definition, all games using agents would just be Darwinbots.
Second you say that biochemistry can only be simulated by supercomputer, however you take carbonic real life
chemistry as a measurement , which only confirms something I am thinking since a long time, that you try to imitate our life on earth to much instead of concentrating on a information theoretical abstraction which helps in a simplified approach.(well only your rock, paper, scissors argument is probably true, although I still have to observe this in one of my own simulations, but your quite better with finding good running cnditions for those sims)
For example the system I had in mind was based on the thought that each site of the triangle has a color/type
this colors woule repulse or attach to certain other colors, additional attachment could influence the shape of triangles by changing the position of the corner mark opposing the attachment site, such either stretching,kepping the form or shortening the triangle.
This would enable trough geometry and different color combinations the forming of more complex body parts.
Additional the "core" could overwrite/change a certain number of reactions per round in order to control the growth and interaction of his body(besides moving and rotating when needed).
Example if a triangle with the wrong color combination tries to attach to a certain triangle of the growing body
the core could change this to repulse, or he could change repulse to atatching to make certain combinations
work out(which however means he would have to use that writing point every turn on this task).
The core could also use the change of form to orientated an bend certain limbs.
This could also be used to digest neutral/dead bodies by attaching to them, converting them into your own body and then seperating them.